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(+2)

Hello so,

Lovely game, the art is nice. ESPECIALLY that parallax at the first level that alone bumps the art like 90 stars. the visual and story theming is alright. everything is programmed polishedly. etc. you did a great job and I generally enjoyed this so I’ll try my best to have useful feedback.

I think the only not-amazing part of this is the game design. like the programming and art themselves are great, but gameplay wise nothing is really special.

the moving mechanics are very simple. jumping and left and right. just that. you would assume that this means the world will have the moving mechanics then, but nope. you just move by jumping and running. there is the ā€œtrickā€ but 1- it does practically nothing 2- I’d say it even confuses the player (will get back to this later)

That’s alright as long as something else in the game is interesting. so uh.. what’s the goal again?

we know that the goal is reaching the big cheese (and later running back) so the trick is a bit confusing. it’s already hard enough to remember the way back and reach it without falling into pits and traps so the difficulty of finishing a level is already pretty satisfying. and a score would be okay, a bit of a neat ā€œwhich player went around the level the mostā€ thing. but putting one of the 3 controls we have just for clicking it when jumping so we double the score gives it too much importance for it to be completely optional. makes one assume that it’ll be much more important to get a high score which means they will be disappointed when it isnt

That’s the main and probably only critique I have. EVERYTHING feels amazing, I literally checked your artist’s page to see if they have discord on it. the amount of stuff made is amazing the levels are huge the memorize-the-level-and-get-rewarded-for-memorizing-it-more-with-scattered-score-points to aah-now-you-have-to-run-away-you-better-have-it-memorized enough is very satisfying to play and finish. great job

(+1)

I really appreciate all the honest feedback!

I do agree that the game design was probably the weakest link, and the level design could've been made clearer. I probably redesigned the trick system about two or three times and still wasn't super satisfied with it. Originally there was also going to be alternate routes and arrows made available for the 'escape' so it was clearer, a proper intro cutscene to explain the girl falling asleep and having the nightmares, among lots of other mechanics and things I just couldn't get working in time!

It's unfortunately the nature of game jams, but it's also something I'll definitely be taking into account and be aware of going into the future! This is my second ever project programming in Godot, so I'm still pretty new to it all. Thank you so much for playing!